XIF
Smash Master
i've been getting annoyed by peach vs. marth matches where peaches dont know the first thing about edge guarding marth. This is an edge guard I came up with and works almost everytime barring they have too much height or a saved double jump, but that goes for any edge guard.
anyway, marth's off the stage, prefferably not too high, but sometimes it'll work like that if they're an idiot. go to the ledge, grab a turnip, face towards the stage, float back so you are directly above the ledge. wait for marth to get really close, and in one swift motion, stop floating, drop your turnip, and grab the ledge. what happens is that since marth needs to go almost completely vertical to recover, dropping the turnip while he's near either
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A: forces him to up B too early, effectively wasting his up B dodging the turnip and you ledge hog him.
B: he up B's into the turnip, gets knocked away from the ledge, and you ledge hog him anyway since he cant get the horizontal distance.
C: he up B's into the turnip, getting knocked toward the stage and depending gets stuck underneath or gets stage spiked
D: he up B's into the turnip, getting knocked toward the stage, tech jumps, waits too long to up B, and still gets ledge hogged
E: he up B's into the turnip, getting knocked toward the stage, tech jumps, up B's, allowing you to stand up and down smash him to repeat the process
F: he up B's early enough to land on the stage, giving you ample time to get up and down smash and repeat the process.
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scenario's A, B, and F are most likely to occur, since being so close to the as to be knocked towards it is rare, and as you can see, every scenarion if done correctly basically owns them.
this also works on Link, YL, and samus because you can drop a turnip on their grapple, make them lose it and force an up B that you can ledge hog.
this significantly reduces marth's life expectancy.
anyway, marth's off the stage, prefferably not too high, but sometimes it'll work like that if they're an idiot. go to the ledge, grab a turnip, face towards the stage, float back so you are directly above the ledge. wait for marth to get really close, and in one swift motion, stop floating, drop your turnip, and grab the ledge. what happens is that since marth needs to go almost completely vertical to recover, dropping the turnip while he's near either
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A: forces him to up B too early, effectively wasting his up B dodging the turnip and you ledge hog him.
B: he up B's into the turnip, gets knocked away from the ledge, and you ledge hog him anyway since he cant get the horizontal distance.
C: he up B's into the turnip, getting knocked toward the stage and depending gets stuck underneath or gets stage spiked
D: he up B's into the turnip, getting knocked toward the stage, tech jumps, waits too long to up B, and still gets ledge hogged
E: he up B's into the turnip, getting knocked toward the stage, tech jumps, up B's, allowing you to stand up and down smash him to repeat the process
F: he up B's early enough to land on the stage, giving you ample time to get up and down smash and repeat the process.
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scenario's A, B, and F are most likely to occur, since being so close to the as to be knocked towards it is rare, and as you can see, every scenarion if done correctly basically owns them.
this also works on Link, YL, and samus because you can drop a turnip on their grapple, make them lose it and force an up B that you can ledge hog.
this significantly reduces marth's life expectancy.